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Forums \ StarCraft Strategic forum \ 2v2 Questions
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Alpha-NP-USeast
2v2 Questions (4462 reads, 14 replies, 9 months ago)
~2v2 Questions
~Thanks in advance for the help and responses!

1) In 2v2 games, I think I have seen pro-2v2ers use a Dark Archon to feedback things. I believe they make the Dark Archon to Maelstrom Mutalisks in 2v2, but occasionally Feedback Science Vessels as well. Why do they do this? What does the Dark Archon feedback in 2v2 games?

2) I recently saw an epic Nb.Mazur vs. Lrm)Choosy game on Gambit's Cup. Mazur used D-Web on his own Reavers to hold off an un-godly amount of Ultralisks and cracklings.
2a) I think D-Web can be viable in more games than realized, however I think players may opt out of getting D-Web since it requires so much micro? Do people prefer not to have to micro so many Corsairs?
2b) Do you have any tips on how to micro D-Web as fast as possible? Like what is the hotkey and how do I do throw down 12 Corsair D-Webs super fast? Is it more effective to select multiple Corsairs at one time and throw down Disruption Web? I think a small amount of Corsairs selected at the same time won't stack horribly is that true?
2c) What other amazing uses does D-Web have besides the above mentioned?
2d) Could D-Web be viable on Island Maps or would Arbiter's Statis still be a better option like they are on ground maps?
2e) Would D-Web be good on Island maps ON TOP OF DROPS since enemies will drop units with Shuttles/Dropships/Overlords?

3) In 2v2, is it viable to make more than one Shield Battery, perhaps to regenerate your own Zealots, if you are in trouble?

4) How come people always say 1v1 makes you a better 2v2 player? I have never 1v1'd ever because I find it dreadfully boring, and as as far as I see it, 1v1 will only make my 2v2 macro better. What other things could I learn from 1v1, being only a 2v2 player.

5) I was told by a really good 2v2 player that in 2v2, TZ is better than PZ versus a ZZ team, is this true? I would guess it is because an M&M ball makes both enemy Zergs have to Sunken up, and both Zergs would have to turtle?

6) How come in some of Belladona's 2v2's a Zerg will scourge an enemy's overlords instead of fighting Mutalisks vs. Mutalisks? It is to make it easier for their ally to kill the enemy Zerg?

7) For a newbie Zerg 2v2er, when would one do a 7 pool, 9 pool, 10 pool, 11 pool, 12 pool, 9 hatch, 12 hatch, 9 gas, etc? What is the mindset behind those? Since playing versus a ZT will see less presure, will a Z opt for slightly more Economy than otherwise?

8) Why aren't there many gosu Terran 2v2ers these days? Is it because of the current standard 2v2 maps?

9) In 2v2 as Zerg, what advice can you offer as to when I should Creep push my way to my ramp and when I should make a Hatchery above my ramp. Surely one has to do those things occasionally to defend against enemy units attacking.
This post was edited by its author @ 9 months ago
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9 months ago
#1
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LML (Division Leader SC)
so many questions which can be answered pretty long in some terms.
I am a 1v1 player and my 2v2 understanding is neither the greatest nor have I ever played more than maybe 30 ladder 2v2 games in a season, hence never going over C-.

1. a dark archon is always a good option, especially in 2v2 where, considering what races your opponents are, you can not only prevent EMP on your army which would remove their shield and deny your casters to cast by losing their mana, it will also damage the science vessel and you can kill it more easily which will force the terran to use scan instead for detection. More scan on a fight = less scan on your army/base/expoes.
Also he won't be able to cast matrix on his stuff and it annoys him.
On top of that, if they are TZ, then EMP+plague = protoss has nothing left and would die.

2. oh well, yes, corsairs are pretty hard to micro. I once tested to constantly go for corsairs in PvT after having 2-3 arbiters out. It is hard to find a corsair that has energy, since dweb costs 125 mana, and you can only cast two of them per corsair, given your corsairs all have 100% HP. So after some time it becomes hard to find a corsair that has already enough energy and the mana bar underneath the unit might not always indicate enough, even though it seems so you click it and it's like 6 mana away or something like that. It's hard.
Also selecting more than one is an even bigger waste as yes, they will stack and it's a waste of an expensive spell.
You however might probably see players select more than one in the situation after a fight or EMP or not full energy in general where they select more than one when all corsairs have a different amount of mana and you just have to cast a quick dweb without having the time to search for one with energy.

And no, I don't have a trick to cast it as quickly as possible, only as any other spell from multiple units: cast it with all of them on the same point while them being still far away, then removing them one by one from the group and giving the remaining ones a new target for the spell.

3. it doesn't matter if it's 1v1 or 2v2, shield batteries are only useful in a situation where you don't have many units and need your unit to stay alive longer because they won't die too quickly with some micro.
I believe the shield battery heals 2shield points per mana (I am not 100% sure), so one can hold up to 200mana which would equal a total of 400 shield points that could be reserved. For too many units, you would need alot of shield batteries, they are mainly useful when rushing some1 or when defending a rush, otherwise in a big battle, your units will die anyways and remaking them is a better option.

4. I guess because of the mechanics and game understanding.
In 1v1 you need a better counter on your own, you cannot rely on your ally, your own skill is all that can safe you.
Yea, also many 2v2 users don't have as good macro, imo, which I noticed when my friend and I played some guys who said they were A- before in 2v2 and we won in a 30minutes game where I basically outmacroed two "A-" players on my own after my ally defended early attacks that almost killed him.
When i play too much 2v2 over a couple of days without 1v1 I feel like i play alot worse, my apm, my decision making, my macro and my timing feels off.

5. Probably it is, I don't exactly know.
Your point about the mnm push, well, if I am Protoss and try to go for a +1speedlot push, they also both have to defend. However, it's easier for terran to defend properly against Zerg air and ground, not so for protoss. Maybe that's the reason.

6. No overlords = No units.
The same is done in 1v1, you snipe overlords instead of mutalisks, because you opponent gets supply stuck and cannot make more mutalisks you can catch up in mutalisks after that while he has to use his minerals for overlords and then can get only 3larvas for additional mutalisks.

7. 7pool? I guess if you want to apply pretty early pressure and do some damage, otherwise it's not exactly an economicaly wise decision, imo.
I guess it depends on your ally's race and your opponent's races aswell, some1 else might be able to help you out here.

8. No idea.
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9 months ago
#2
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Alpha-NP-USeast
Thanks for the super fast reply! Reading right now!
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9 months ago
#3
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Penguin
8. I think i can answer this: I have a couple of theories.
First, 2v2 is a MU that is exclusively popular amongst foreigners but not Koreans. Koreans prefer 1v1. Result: strategies are very oldschool, thus, involves alot of rushing and all-ins. Now, what are terrans very weak against? You've said it: early game rush and all-ins.
Second, 2v2 involves alot of mobility and early-game action, where Zealots, Goons, Lings/Mutas are perfect for. MM is alright I guess but before getting medics, its REALLY weak and lacks alot of mobility. Same with mech.

9. I haven't played 2v2 in like 2 years so i might no remember properly. However, i do recall make a 12 pool, cliff hatch vs TZ since defending vs MM or vults without cliffhatch is a waste (having to make sunkens around ur base).
There is no textbook golden rule as to when to make a hatch on cliff or push ur creep towards it. By playing a couple of games, you should be able to understand the 2v2 mechanics and thus, be able to make the correct judgement.

Oh and an extra freebie: If you see the opponents going massive all ins (such as 3 hatch lings + 3 gateway, 3 hatch lings + 4 rax), stop teching and add sunkens ASAP. Ive previously lost to these kind of shits cuz of my arrogance and negligence to defend ^^
Human stupidity is Infinite
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9 months ago
#4
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Alpha-NP-USeast
Thanks Penguin.

10)Since you are Korean can you please help translate these lines so I can play on Asian servers. (So I can copy + paste into Asian server for gg's/)

4v4 Island Map TvP
4v4 Island Map TvZ
4v4 Island Map TvT
4v4 Island Map ZvT
4v4 Island Map ZvP
4v4 Island Map ZvZ
4v4 Island Map PvP
4v4 Island Map PvT
4v4 Island Map PvZ

11)Whenever I dl W_Launcher and Minilauncher they don't work at all on Windows 7. Any advice on how to how to get those to work so I can play on Fish server, Brain Server, Asian, and USEast without fear of hacks?

Thanks so much!
This post was edited by its author @ 9 months ago
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9 months ago
#5
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LML (Division Leader SC)
did you try running as administrator and setting compability to something like XP SP3?
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9 months ago
#6
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Penguin
Are u sure about 4v4?

4:4 섬맵 = 4v4 Island Map

프토 (P)
저그 (Z)
테란 (T)

I suppose you can work the rest out by urself :)
Human stupidity is Infinite
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9 months ago
#7
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Alpha-NP-USeast
@ Penguin : Thanks. Yes on Asia they 4v4 Hunters/Hunters Islands a lot.
@ LML : I will try to muster the patience to attempt that again tonight or tomorrow morning. Thanks.
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9 months ago
#8
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Alpha-NP-USeast
LML I downloaded your file you linked to somebody on Teamliquid of Minilauncher. It worked!!!! YES!! Thanks so much!
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9 months ago
#9
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LML (Division Leader SC)
No problem;d
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9 months ago
#10
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Alpha-NP-USeast
always use this site because of LML :D
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6 months ago
#11
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AKL-

now swtitched to sc2..as far as i remember ( 3 y ago) 2v2 at high level involves only basical units to afford mobility and so, low eco strats .

i have seen tons on 2v2 korean pro scene and it was nearly everygame the same kind of scenario , a zerg in every team , pooling very early..thne the game goes onsometimes to muta (1 base) but it rarely went macro games . About dark archons i think it very expensive to benefit of their powers..
hello
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6 months ago
#12
Tortila
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6 months ago
#13
robinq21
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3 months ago
#14
yondaim3
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